|
|
Autumn 2003 |
Date Assigned: Thursday, November 13,
2003
Date Due: EOD Wednesday, November 19, 2003
In this assignment you will experiment with
basic, character, and mood lighting.
As a group you will light your group'
scene from project 3.
Individually you will light your scenes for
specific moods. You may modify your scenes however you like.
Remember to allow for
adequate rendering time.
Getting started
To get used to creating and manipulating
lights read and perform the section of the online Maya manual entitled 7
Rendering-Lesson 3 Lighting, Shadows, and Cameras
What to do
As a group, you will light your group scene:
Individually, you will light your group scene emphasizing your
character. Light this scene as follows:
The brightest light, the main source of illumination for the character.
Chosen to make the character look good. Usually comes from the side and above.
Fill light.
Fills in the dark areas, softens shadows. Usually a non-specular light.
Rim light (a.k.a. kicker
light).
Illuminates character from the non-key side. Helps to define shape and
contour.
Bounce light
Light "reflecting" up from the floor or tabletop. Fills in
dark areas on the undersides of the character.
What we're looking for
We have different expectations for the
results of each part of the assignment.
Turn in
Each group member will turn in high-quality
rendered scenes, and each individual will do the same for the individual
lighting portion
Projects will be critiqued on Thursday Nov
20th. Before class, you should prepare for critique in the same
manner as previous assignments.
Copy only your final rendered images (in
.jpg format) at 800x600 resolution for
each section to \\gfilesrv2.cs.washington.edu\student_data\cse458_au03\_Shared\_Project TurnIn\Project 6\
Basic notes:
3-point lighting:
1)
Key light: The strongest, main source of light that defines the shape and
surface of the subject matter, but other supplementary lights are also
necessary.
2)
Back light: Placed behind the object seen from the camera, brings out the
object from the background, adding a separate layer for the object.
3)
Fill light: Soft source of light, used to bring up the shadow area created from
the key light.
4)
Bounce light—Reflects up from the floor or other surfaces. Fills in dark areas
on the undersides of the character.
Lighting
creates the mood for the scene.
Lighting
night scenes: No key light; background mostly left unlit; typically use bluish
lighting on objects to add the feeling of nighttime. Shouldn't be too bright
but still bright enough to make objects visible.
Lighting
interior (vs. lighting objects): Take existing light (e.g. fluorescent light,
sunlight from windows, etc.) and augment it; other sources of lights such as
candle lights or neon signs also used depending on the scene.
Creating personality of a character by lighting: E.g. for evil characters, lighting from below is frequently used, making features of the face stand out more, such as face lines, muscles and bones.